Warp Talons
Composition & Wargear
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Warp claws | Melee | 4 | 3+ | 5 | -2 | 1 |
| The Murder Blade | Melee | 6 | 2+ | 8 | -2 | 3 |
Abilities
At the end of the Fight phase, if this unit destroyed one or more enemy units this phase and is not within Engagement Range of one or more enemy units, you can remove this unit from the battlefield and place it into Strategic Reserves.
If your Army Faction is Heretic Astartes, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of the Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: ■ [LETHAL HITS] ■ [SUSTAINED HITS 1]
Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.
Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.